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This page contains a list of all available building in the game. Note that, depending on your race, some buildings may not be available. Note also that some buildings have terrain requirements.

All bonuses to gold, production, growth, mana, research and unrest are additive.

Cities can also build Housing and Trade Goods. These functions transform the production into population growth and gold, respectively.

Name Cost Upkeep Needed Allows Buildings Allows Units Effects Banned Races
Alchemist's Guild 250 3 Sage's Guild Wizard's Guild - +3 mana, new units receive magic weapons Gnolls, Trolls, Lizardmen, Klackons
Animist's Guild 300 5 Stables, Temple Fantastic Stables Manticores, Rangers Farming rate +1, -1 unrest, Increased healing, Nightshade Barbarians, Dwarves, Draconians, Lizardmen, Klackons, Halflings, Gnolls
Armorer's Guild 350 4 Fighter's Guild Fantastic Stables, War College Elven Lords, Golem, Minotaurs, Paladins, Stag Beetle, War Mammoths - Lizardmen, Halflings
Armory 80 2 Barracks, Smithy Fighter's Guild, Maritime Guild Halberdiers, Slingers - -
Bank 250 3 Marketplace, University Merchant's Guild - +50% gold Gnolls, Trolls, Lizardmen, Klackons, Barbarians, Dwarves, Halflings
Barracks 30 1 - Armory Allows troops beyond Spearmen - -
Builder's Hall 60 1 - City Walls, Granary, Library, Miner's Guild, Shrine Engineers - -
Cathedral 800 4 Parthenon - Paladins +4 mana, -1 unrest Barbarians, Dwarves, Dark Elves, Lizardmen, Klackons, High Elves, Gnolls
City Walls 150 2 Builder's Hall - - Detection 3, Walls in combat -
Fantastic Stables 600 6 Animist's Guild, Armorer's Guild, Stables - Griffins, Nightmares, Pegasi, Wyvern Riders - High Men, Barbarians, Dwarves, Draconians, Lizardmen, Klackons, Halflings, Beastmen, Gnolls, Trolls
Farmer's Market 100 2 Granary, Marketplace - - +3 food, +30 growth -
Fighter's Guild 200 3 Armory Armorer's Guild Beserkers, Hammerhands, Javelineers, Nightblades, Pikemen, War Trolls New units start at Regular -
Forester's Guild 200 2 Sawmill - - +2 food, +25% production -
Granary 40 1 Builder's Hall Farmer's Market - +2 food, +20 growth -
Library 60 1 Builder's Hall Sage's Guild - +2 research Gnolls,
Maritime Guild 400 4 Armory, Shipyard - Warships - Beastmen, Dwarves, Klackons, Nomads, Trolls
Marketplace 100 1 Smithy Farmer's Market, Bank - +50% Gold
Mechanician's Guild 600 5 Miner's Guild, University - - +50% production Draconians, Lizardmen, Trolls
Merchant's Guild 600 5 Shipyard, Bank - - +100% gold Beastmen, Dwarves, Klackons, Trolls
Miner's Guild 300 3 Builder's Hall Mechanician's Guild Steam Cannon +50% production, +50% to bonus resources, city must have mountains or hills Draconians, Lizardmen, Trolls
Oracle 500 4 Parthenon, University - - Detection 4, -2 unrest Barbarian, Dwarves, Gnolls, Halflings, High Elves, Klackons, Lizardmen, Trolls
Parthenon 400 3 Temple Cathedral, Oracle Priests +3 mana, -1 unrest Dwarves, Gnolls, High Elves, Klackons, Lizardmen
Sage's Guild 120 2 Library Alchemist's Guild, University - +3 research, Nightshade Gnolls, Klackons, Lizardmen, Trolls
Sawmill 100 2 Smithy Forester's Guild, Shipyard Bowmen, Longbowmen +25% production to forest squares, city must have forest squares
Ship Wright's Guild 100 1 - Shipyard Triremes City must have water access
Shipyard 200 2 Sawmill, Shipwright's Guild Maritime Guild, Merchant's Guild Air Ships, Galleys - Beastmen, Dwarves, Klackons, Trolls
Shrine 100 1 Builder's Hall Temple Shamans +1 mana, -1 unrest, Nightshade
Smithy 40 1 - Marketplace, Sawmill, Stables Swordsmen - -
Stables 80 2 Smithy Animist's Guild Cavalry, Centaurs, Doom Drakes, Dragon Turtles, Horsebowmen, Stag Beetles, War Mammoths, Wolf Riders City must have grassland squares Dwarves, Halflings
Temple 200 2 Shrine Animist's Guild, Parthenon - +2 mana, -1 unrest, Nightshade Klackons
University 300 3 Sage's Guild Oracle, War College, Wizard's Guild, Bank - +5 research Barbarian, Dwarves, Gnolls, Halflings, Klackons, Lizardmen, Trolls
War College 500 5 Armorer's Guild, University - - New units start as Veteran Barbarian, Beastmen, Dwarves, Gnolls, Halflings, Klackons, Lizardmen, Trolls
Wizard's Guild 1000 5 Alchemist's Guild, University - Magicians, Warlocks -3 mana, +8 research Barbarian, Dwarves, Gnolls, Halflings, Klackons, Lizardmen, Nomads, Trolls